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Surilindur

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Posts posted by Surilindur

  1. I'm pretty sure that's real life and Skyrim a four year old game, on a four year old engine. I'm no tech wiz but even if you crossfired 4 Titans there wouldn't be enough processing power to render those types of graphics in a game.

     

    On an ancient engine. Their own fork of Gamebryo that has been tweaked a little for every new title. Morrowind in 2002, Oblivion in 2006, Fallout 3 in 2008, Fallout NV in 2010, Skyrim in 2011... probably Fallout 4 this year, too, if they carry on the tradition. :D

  2. Do you need the Camera Commands for something? If you do need it, you could take a look at the merged version of Enhanced Camera and Camera Commands by Alenet that is available here on Camera Commands page. It says on the page that it is incompatible with Enhanced Camera. But some have said it is not the latest version of Enhanced Camera that is merged... I do not use it myself, so I am not sure. :tongue:

     

    Other than that, I have no idea. I have not noticed that myself... maybe I should check it. Have you tried version 132 of Pluggy? That is the only (random) thing that comes to mind at the moment. And you have copied all the files from Plugins folders to the actual one (I suspect you have, just wanted to make sure)? You could also check the MO Overwrite folder. Some logs, inis and other files seem to end up there when running the game with OBSE plugins for the first time. I usually move them to the actual folder, too. But the OBSE\Plugins folder remains there, it seems, as the MenuQue dummy xml always gets created, it seems (and removed, while the folder does not). :smile:

     

    I need to check if I get that same error, as well. I have never really thought much about it, to be honest. But MenuQue seems to work... I think.

  3. Then an OBSE event handler would probably be handy, as malonn suggested. It is possible to have a custom function "handle" all OnHit events (well, not handle, but be called when it happens), and an OnHit event handler can also be used to get the attacking ref and the one who gets attacked. There is also the OnMagicEffectHit handler, but I do not know how it would be possible to get the attacker ref from it. The OnHealthDamage might also be handy.

     

    http://obse.silverlock.org/obse_command_doc.html#Events

  4. Thank you. Some have said Papyrus is easier than the scripting launguage used in, for example, Oblivion, but I find Papyrus more complicated. Or perhaps it is just the different syntax and having scripts sort of 'separate' from everything else and having to use properties and everything. I have no experience in any actual scripting, so this journey of mine in the... interesting world of Papyrus has turned out to be quite an experience. :smile:

     

    Good luck to you, as well. Some may indeed find the idea interesting an useful. Leaving the emperor's body at The Katariah does feel odd, come to think of it. And the body of Ulfric Stormcloak at Palace of the Kings. Need to have a place to stuff all the 'trophies'. If one is into that sort of thing. The place has to have good air conditioning or be located somewhere cold. :D

  5. I have no idea. If it works, it works. But it would probably be polite to check it thoroughly before releasing your mod. So that the script runs smoothly and does not generate a heap of errors and such in the log. And also that it is written in a proper way - which I cannot do, as I am only learning how to work with Papyrus myself. :tongue:

     

    It just sounds like more work to do it all manually. I hope the array is a small one. :D

  6. Disclaimer: I have absolutely no experience whatsoever with Papyrus, but I do have some with the scripting thing used for Oblivion, but that is useless with Papyrus. So I am just a random passer-by who tries to be of help. :tongue:

     

    In the scripting thing used for Oblivion (with OBSE), there was the ar_Append command, but I did not find any similar one in the Creation Kit Wiki. Something like that might be handy for adding new elements at the end of an array. But I doubt there is something like that. Especially when it seems the size needs to be set when writing the script. Now that is odd. :smile:

     

    Perhaps it would be possible to somehow find the first empty "slot" in the array and then use the number of the empty slot when adding a new element. Or something like that. So that first, the array would need to be scanned for the first empty or unfilled or whatever slot and then the new thing would be added to that one. There was an example of doing something to all elements in an array on the wiki that could be of help.

     

    Maybe it would be possible to use it to find the first empty slot in the array by checking if the current element is defined somehow? So that it would go backwards through the whole array and return the number of the first empty slot (the last one it finds)? I have no idea how Papyrus works, but maybe it could be something like this:

     

    [your CorpseAlias array defined somewhere somehow]
    
    Int iElement = CorpseAlias.Length
    Int iFirstEmpty = 0
    
    While iElement
        iElement -= 1
        If CorpseAlias[iElement]
            ; This one is not empty? Can it be checked like that?
        Else
            ; This one is free
            iFirstEmpty = iElement
        EndIf
    EndWhile
    And then, if an ampty one is found, somehow fill it with your thing.
    If iFirstEmpty
        CorpseAlias[iFirstEmpty].ForceRefTo(DeadBody)
    EndIf
    
    And perhaps the removal could work by finding the number of the element to be removed or emptied or something like it and then using that number with some sort of emptying command (if there is one).
    But there is this one that has an integer used when checking elements. Is it possible to use one? I have no idea. http://www.creationkit.com/Arrays_%28Papyrus%29#Warnings

     

    But, like I said, I have not written any Papyrus scripts, so do not use those, please. :D And anyone who actually knows how Papyrus works, please, do correct me.

  7. Perhaps you could try removing all mods other than the unofficial pathes, OBSE, Enhanced Camera and A Tweaked ENB and see what happens. I did try ATE once, before Oblivion Reloaded was released, and it worked just fine with Weather - All Natural, Enhanced Camera and a heap of other mods. Or at least I did not notice anything odd. Are you using the 0.181 version of ENB? The latest, 0.2xx thing only has ENBoost and does not support graphic modification (at least it did not last time I checked). If the game works just fine without the ENB, the issue might be ENB. I only used it once when seeing if it made the game look a bit better, so I am not an expert when it comes to ENBs for Oblivion. Oblivion Reloaded is more to my liking, with its relatively subtle yet incredible effects with almost no FPS hit.

     

    TES4Edit is mainly useful for cleaning mods or carrying over certain minor UOP fixes to mods missing them. Quite a lot of less popular or lower quality mods are dirty (contain records identical to master and/or deleted references), so it is usually smart to check them. The automatic cleaning usually does the job, but any "wild edits" will need to be corrected manually (which takes time, but is usually not needed if there are not any). If you know what you are doing, and manage to make the game work with those mods you now have, you could also try things like Oblivion Stutter Remover.

     

    And apologies. I thought you were new to this whole thing. The use of NMM, as well as a completely messed up load order (and probably install order, too, but I have not used NMM so I am not sure) are usually the result of being relatively new to this whole mod thing. :smile:

  8. You could see if you can find some proper tutorials on installing mods. And NMM is indeed a bad choice for installing Oblivion mods. Oblivion Mod Manager (OBMM) and Wrye Bash would probably be best. Maybe you could also find some tutorials on how to use them? The version of WB here on the Nexus works, as does the version of OBMM. Also, you might want to consider using TES4Edit to clean your mods, but do read some instructions on how to use it first, please. There are also other tools and mods that help make the game better, but I will not be listing them all here. It will probably be best to start with tutorials on installing mods, OBMM and Wrye Bash first.

     

    But unfortunately, I cannot point you to any tutorials, as I do not know where to find good ones. But the key to making mods work are proper tools, using them properly, installing mods in the right order and setting load order properly, as well. Tutorials should tell you how to do it. It takes some patience to learn how to use the tools and such, but once you have learned, it is possible to make the game both look good and work properly. :smile:

  9. The current version of OBSE has been the 0021 or something like it for quite some time now, so you would not need to update it too often (not sure if it will ever again be updated... we shall see). Updating it should be easy, too, as it only comes in a few files that go in the Oblivion game directory. Also all mods working with the old versions will work with the new version, too, although mods using the deprecated commands might cause some issues. And how do you need to remember to launch it before starting the game? You can either launch the game using obse_loader.exe or just launch it through Steam if you have bought it from there (I think it works that way, I have a disc version of Oblivion).

     

    Using OBSE is relatively easy for the user and it makes a lot more possible for people making mods. How come you hate it so much? And how is it difficult to install, update and launch it with the game? Without OBSE a lot of mods would probably have never been made or would not have so many features. And things like Oblivion Stutter Remover and Oblivion Reloaded, as well as some UOP fixes (a training and a jail fix of some sort, it seems) use OBSE.

     

    Something like Morrowind Script Extender - if not using MGE XE - is more like what you described, with having to launch it before the game. And updating is more of an issue with SKSE due to all the scripts it has and the way they are saved in the savegame.

     

    Just my thoughts on the matter. I find it interesting how you do not like it at all. I think I have never 'met' another 'person' who does not like it at all. But then again, I have only been 'around here' for a few years. :D

     

    And the mod sounds very interesting, QQuix. And the fact that the island is not 'generated' the same way as Cyrodiil was, but carefully (?) hand made, makes it much better. :)

  10. Good to hear it helped a little. I did not even think about GameMode. I try to avoid it in objects, as I think it runs every frame if the object is currently loaded or something like that. For NPCs every time their AI is updated. But I do not remember precisely. Admittedly, setting up a quest script for this one might indeed have been something of an overkill. :D

     

    There might be a little room for improvement there, still, I think. For the OnTrigger, you could probably add Player after it if you only want it to be triggered by player and not by other actors. The same goes for OnActivate, OnEquip, OnAdd, OnUnequip, etc. if you one day use them and only need to have it run when player does something. Having an NPC trigger a script could, in this case, result in player controls being disabled for four seconds and player looking at the ZLook if there is no specific 'activator' defined for the block. :) And also the code might run more than once the way it currently is, which might not be too handy. This is about the same thing but with a few tweaks and the use of OBSE (the let, -= and := things, as they make it easier to do things):

     

    ScriptName ZFreezeScript3
    
    float Timer
    short Sweetroll
    
    Begin OnTrigger Player
    
        If ( Sweetroll == 0 )
            let Sweetroll := 1
            let Timer     := 4
            DisablePlayerControls
            Player.Look ZLook
        EndIf
    
    End
    
    Begin GameMode
    
        If ( Sweetroll != 1 )
            Return
        EndIf
    
        let Timer -= GetSecondsPassed
    
        If ( Timer < 0 )
            EnablePlayerControls
            Player.StopLook
            let Sweetroll := -1
        EndIf
    
    End
    
    That should only do it once and only when player triggers the zone. Before player triggers it, Sweetroll is 0. When controls are disabled and counter is ticking, it is 1. After the thing is over, Sweetroll is set to -1 so that the whole thing will not be run again. It also avoids checking most of the GameMode block when it is not relevant (not sure if it makes any difference, though, as the script is so small).
  11. I suspect the reason why it does not work is that you have placed the script in an OnTrigger block. An OnTrigger block, if I recall correctly, is only executed once when it is triggered. So that script of yours is probably only read once. To make the timer work, you would need to go through it over and over again until it has served its purpose. One way to do it would be to have a quest script to handle that and only leave the triggering of the whole thing for the trigger zone (I suspect you use a trigger zone there?).

     

    So, the quest script could have some variables to control the thing:

    float fQuestDelayTime
    short Sweetroll
    float Timer
    
    And that script you have could then be moved to the quest script, but make it so that Sweetroll is the variable used to limit the thing to when it is necessary. That could be an example of how it could be done in your quest script (could be placed last because of the Return thing which causes everything below it to be ignored, if the game can access it):
        If ( Sweetroll == 0 )
            Return
        EndIf
    
        set Timer to ( Timer - GetSecondsPassed )
    
        If ( Timer < 0 )
            set Sweetroll to 0
            set fQuestDelayTime to 5
            EnablePlayerControls
            Player.StopLook
        EndIf
    
    And the trigger zone script could just begin the whole thing:
    ScriptName ZFreezeScript3
     
    short DoOnce
     
    Begin OnTrigger Player
     
        If ( DoOnce )
            Return
        EndIf
    
        set TheQuestHere.Sweetroll to 1
        set TheQuestHere.Timer to 4
        set TheQuestHere.fQuestDelayTime to 1
        DisablePlayerControls
        Player.Look ZLook
        set DoOnce to 1
    
    End
    
    I have not tested that myself, but it should be possible to do it in a way a bit like that. And now that I look at your example again, all the variables should be declared out of any Begin...End blocks. It is best to put them on top of the script, between its name and the first Begin...End block thingy. Hopefully that helps a little. :smile:

     

    Edit: Haha. This Computer at the library has Internet Explorer and it refuses to copy-paste, as well as use the format buttons on top of the editor. Makes me so happy I have Firefox at home. :D

     

    Edit 2: Oops... I suspect you do not want to use OBSE. Changed the thing a bit. Sorry.

  12. You could try disabling all automatic save features from Oblivion.ini by making sure you have the following settings set there:

    bSaveOnTravel=0

    bSaveOnWait=0

    bSaveOnRest=0

    bSaveOnInteriorExteriorSwitch=0

     

    And also checking the save settings of Streamline if you still use it. Some have claimed that autosaving causes issues, so the interior -> exterior crashes might be caused by the game autosaving (I have always had all autosaves disabled). But the issue might also be caused by the game loading too much resources. Especially if you use open cities. That could probably be helped with MoreHeap and OSR. Try using the OSR heap number 6 with a size of 1024, and MoreHeap with a game heap size of 1024. Maybe it could help. OSR really helps the game, but the settings must be set right or it will turn into the ultimate source of crashes. But I am not sure. I do not experience such crashes myself. But I have a different type of mod setup. This is really difficult to troubleshoot. I do hope your problem will be solved one day.

  13. Does the game also crash when selecting a new game from the main menu? To make sure the problem is in the savegame and not in your mods or something like it. If it crashes on starting a new game, the problem is probably with a mod. If it does not crash when starting a new game, the problem is the savegame, but then it is also caused by mods - just by the things they do in game that somehow cause issues.

     

    That type of issue is a bit difficult to troubleshoot. But if the game always crashes on loading an area in game (both the savegame and when starting a new game from main menu), the issue could be caused by Oblivion Stutter Remover settings. If that is the case, you could try moving the OSR dll and ini away from the Data\OBSE\Plugins directory and testing if the save and/or new game loads properly. If it works without OSR, you can try changing the heap replacement settings. Heap number 6 with a size of 1024 worked fine for me for quite some time.

     

    But if the game always crashes on loading an area and moving OSR away from Plugins folder does not help, I currently have no idea what could be causing it. A mod, maybe? I do not use all the mods you do, so I do not know if they have any issues.

     

    Edit: While having another look at your load order, I noticed you have RAEVWD Cities.esp loaded and you use Open Cities Reborn. Not related to this crashing thing, but you could check the readme of RAEVWD if it says anything about using that plugin with open cities. The distant meshes and textures are used already without it, and I think the plugin only exists because the vanilla closed cities do not have all the architecture in the actual city also placed within the Tamriel city walls (where no one ever visits), so that plugin just adds some architecture to Tamriel worldspace in the places where the cities are located. That is not necessary with open cities, as all the architecture is already in Tamriel worldspace and available for generating their distant/lod placement data thingy.

     

    Edit 2: Also, you have Midas Magic installed with the Outer Districts plugin of open cities. The outer districts moves the 'outer' parts of the Imperial City to Tamriel worldspace, so the Arcane University will also be moved there. The Midas Magic shop is in the Arcane University, so it is left in the closed version and not moved to the open one. You will need the patch for Outer Districts and Midas Magic from the Open Cities Patches page here to fix it.

  14. Maybe you could check the following mods by Maskar to help with survival and such: Basic Primary Needs, Basic Physical Activities and Camping. I use them all and they do improve the roleplaying experience a lot, so I definitely recommend them. The BPN also seems to recognise mod-added items, or at least they take away hunger and such. I do not know how it works exactly. Maskar also has a hygiene mod, but I think it makes things a little bit too complicated. And his overhaul features a simple yet excellent disease aspect. :)

     

    Hopefully that helps a little. I am not aware of other needs mods, so I cannot recommend other ones. Searching the Nexus might help.

  15. You could try changing this in the experimental section of Oblivion Stutter Remover ini to 0 instead of 1 (in the ini you linked you have it set to 1):

     

    bReplaceRandomWrappers = 1

     

    Changing it seems to have helped me with crashing. Found out it caused crashes to me near cities (mainly Chorrol) while testing how different settings affect performance and such - with minimal success. But the whole thing might also be hardware, software and overall configuration sensitive (most likely is), so I cannot say exactly what is causing it. But changing that one to 0 helped me get rid of crashing near Chorrol.

     

    If that does not work, I need to think more... arrgh... all the brainwork. And holiday has just begun. :D

  16. But when the mod is structured so that in a folder there are the things that go in data folder (everything needed), making an OMOD from that folder is possible without OMOD conversion data. So basic mods can be turned into OMODs without conversion data, BAIN-targeted (and other non-simple) ones without it will need to be restructured to be simple before making it an OMOD. Right?
  17. Umm... yes. The thing with the meshes and lod was what I was trying to explain. But, as I said myself, I am completely useless when it comes to explaining things. Good to hear the problem was solved. :)

     

    Does the drop happen when you stand still or when moving? Or immediately after OR has purged memory? FPS usually drops when the game loads new cells or other resources, but the drop should not last longer than a second or two. It can be made less noticeable using, for example, the heap replacement in Oblivion Stutter Remover, but I am not sure if it can be completely gotten rid of.

     

    The FPS limiter is only really useful if your FPS tends to vary much. I like mine to be around 30 most of the time and not jump between 60 and 30 (or 20). It is not necessary by any means.

  18. Have you tried downloading the archive, unpacking it, restructuring the unpacked folder so that it contains only the things that go in Oblivion data folder and then creating an OMOD from that folder? If the problem is with turning an archive directly into an OMOD?
  19. Oops. Forget that last post. After testing the OR framerate manager thingy and something else, I think I found a better solution. The game runs smoother now and closer to 30 fps in wilderness using RAEVWD. Open cities still drop my framerate to 20, though - but it already drops to 25 in open cities without any other mods installed, so it does not bother me. :) Here is what I have done today:

     

    I set the following settings in Oblivion.ini:

    uGridDistantTreeRange=30

    uGridDistantCount=50

    uGridsToLoad=5

     

    They are, come to think of it, the ones recommended on the OR mod page.

     

    Then I set the following settings in OblivionReloaded.ini...

    In the Main section, I have enabled the framerate manager.

    In the FrameRate section, I have set the following:

    Average = 30

    Gap = 3

    Delay = 3

    FadeStep = 0.5

    FadeMinObjects = 12

    FadeMinActors = 12

    GridStep = 1

    GridMin = 12

     

    Then, I have limited my framerate to 30. OR is not an fps limiter, so I limited it otherwise. I used this one: http://www.nexusmods.com/skyrim/mods/34/? (they go in Oblivion directory). It comes with a config file (antilag.cfg) that can be opened in Notepad. The settings I use in it are:

    RenderAheadLimit=3

    FPSlimit=30

     

    The reason I used that one is I have an AMD/ATI card that does not seem to have the option to limit FPS without using external or additional programs, which I would not want to do. Perhaps NVIDIA cards have the option to limit framerate without using that d3d9.dll I linked? You can check it. I had an NVIDIA card once, but that was years ago and I do not remember anything about it. :D Limiting framerate seems to prevent it from jumping up and down as radically as it does when not limiting it. The prerender limit might help with input lag, too, if you have it. Not sure, though.

     

    I did not manage to make the ramdisk feature work myself, so I do not know how those things I listed work with it. Instead, I used ENBoost to help with memory. But I suppose the ramdisk will work much better. Why did it not work? It did read some files from it, though, but not all. This is odd - especially since I tried to help you get it working. :)

     

    And be sure to get rid of Streamline. With your machine, it is not necessary. And OR already comes with memory purger and an incredible framerate manager.

     

    Hopefully that helps. Surprisingly, this has also been incredibly helpful for me, too. Learning never ends. :D

  20. You seem to have a mod that adds more... stuff around the Imperial City. Maybe the amount of distant objects could cause fps issues? I have had to change the following settings in Oblivion.ini to raise fps to 30. In open cities (I use the reborn version) I get around 19 fps with only RAEVWD and 25 without it, and changing the values does not affect fps in cities at all. But it might help in the wilderness.

     

    uGridDistantCount=25

    uGridDistantTreeRange=15

     

    Or something like that.

     

     

    They reduce the distance at which the land and objects are rendered. It will affect graphics quality through the objects being rendered not so far in the distance. But before testing those, I suggest you try the OR framerate manager. You can set the minimum grids for lod to 15 or 10 if you do not want it to hide too much. And the thing for actors to 10 or 15, too, or they will vanish if you have fps issues in open cities (Anvil, for example).

  21. I meant the RAEVWD meshes and textures folders. I have something around 32GB of mods for Oblivion, so adding all meshes and textures on the ramdisk is not an option. Only the files needed for rendering objects at a distance need to be moved to ramdisk.

     

    For a house, for example, there is the 'normal' mesh and 'normal' detail textures. Like for the Chorrol middle class house 01, there is a mesh and textures those are used when the house is basically next to player, like when standing next to it. Those are the 'normal' sort of mesh and textures. They are usually large and it does not make any sense to render the full detail house mesh and texture when they are somewhere in the distance. It would also kill performance. That is why there is another mesh and another set of textures used when that mesh, the Chorrol middle class house 01, for example, is rendered at a distance. The mesh used when the house is rendered at a distance is not as detailed, and the textures for it are also of lower detail, to not cause an insane performance loss.

     

    So, for the example house, there is, in ...Oblivion\Data\Meshes\Architecture\Chorrol\ folder a mesh:

     

    chorrolhousemiddle01.nif

     

    And texture files in ...Oblivion\Data\Textures\Architecture\Chorrol\ folder.

     

    To allow for the house to be rendered at a distance (without an insane performance hit), RAEVWD adds a lower detail mesh and lower resolution textures for the game to use when that mesh is rendered at a distance. So in the same folder with the actual, full detail mesh, there is a file:

     

    chorrolhousemiddle01_far.nif

     

    And lowres textures for it in ...Oblivion\Data\Textures\Lowres\Architecture\Chorrol\ folder.

     

    When the game renders that house at a distance, it basically uses the mesh with the same name as the full detail mesh but with "_far" at the end of the name. TES4LODGen makes the files the game uses to determine what objects there are and where for rendering them in the appropriate places. The distant land mesh is made using other tools and is separate from the objects (and the object 'placement' data).

     

    The Oblivion and Shivering Isles RAEVWD folders (meshes + textures) should be something around 250 MB. The RAEVWD mod meshes and textures folders contain only the lower detail meshes and textures needed for rendering the different objects at a distance. If other mods supply such files for their own custom meshes, the lower detail files (_far.nif and lowres textures) from those will also need to be placed on the ramdisk for them to be loaded and rendered. If there are no lower detail (_far) versions of the meshes available, the game will not render them at a distance - even if the files created using TES4LODGen contained the information for their places and such.

     

    The OblivionReloaded.ini also seems to have the option to choose which files are loaded from ramdisk. I believe that, for the ones selected there (far nifs, lowres textures, lod files), it ignores the ones in Data folder and only looks for them on the ramdisk. If there are no files on the ramdisk to be used, the game will not render the objects missing the lower detail files at a distance.

     

    Hopefully that helps a little. I am extremely bad at explaining things. And I have not yet even tried the ramdisk feature, so that does not help me explain things better, either. :D

  22. Would the _far.nif files also need to be there on the ramdisk? And the textures for them. It says on the OR mod page that the meshes and textures folders from RAEVWD would also need to be placed there (if I understood it correctly). The _far.nif things are the 'distant' versions of the different meshes.

     

    Or, if you use the framerate manager of OR, maybe it hides some objects to improve framerate?

  23. I do not have a computer that good, but I cannot play at 60 fps outside, either. Oblivion is an old game, and despite having a good computer, the game is only able to handle so much. Oblivion stuffed with mods is never going to run at 60 fps outside. Mine runs at 20-30 fps, but I have capped it at 30, so that the framerate does not jump between 30 and 60 (feels a bit smoother).

     

    RAEVWD is a heavy mod, and it is the single most fps hungry mod I have installed. I tried removing everything else but that, and my fps did not really change at all. The framerate manager or Oblivion Reloaded might help, but I do not use it myself so I cannot give comments on it. Do you use Oblivion Reloaded? It also has a purge feature, and the fps impact of the visual effects is incredibly small, if noticeable at all.

     

    The settings of OSR can be modified to suit your system better. That might be a fine source of fps, too, but not necessarily. MoreHeap by shadeMe could also help a bit. And there is an updated tcmalloc dll for OSR available (might help with performance, not sure) that seems to work just fine for me now that I have changed the settings a little. It crashed at first.

     

    These are my specs, and the game does not use all the 'power' available in it, either. So it is definitely not your computer that is the culprit. :smile:

     

    Intel i3-2120 @3.3 GHz

    Asus R9 290 DC II OC

    12 GB DDR3 (cannot remember specifics, either, but I think they are 1066)

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